/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

/* ScriptData
SDName: Boss_Moira_Bronzbeard
SD%Complete: 90
SDComment: Healing of Emperor NYI
SDCategory: Blackrock Depths
EndScriptData */

#include "ScriptPCH.h"

enum Spells
{
    SPELL_HEAL                                             = 10917,
    SPELL_RENEW                                            = 10929,
    SPELL_SHIELD                                           = 10901,
    SPELL_MINDBLAST                                        = 10947,
    SPELL_SHADOWWORDPAIN                                   = 10894,
    SPELL_SMITE                                            = 10934
};

class boss_moira_bronzebeard : public CreatureScript
{
public:
    boss_moira_bronzebeard() : CreatureScript("boss_moira_bronzebeard") { }

    CreatureAI* GetAI(Creature* pCreature) const
    {
        return new boss_moira_bronzebeardAI (pCreature);
    }

    struct boss_moira_bronzebeardAI : public ScriptedAI
    {
        boss_moira_bronzebeardAI(Creature *c) : ScriptedAI(c) { }

        uint32 Heal_Timer;
        uint32 MindBlast_Timer;
        uint32 ShadowWordPain_Timer;
        uint32 Smite_Timer;

        void Reset()
        {
            Heal_Timer = 12000;                                 //These times are probably wrong
            MindBlast_Timer = 16000;
            ShadowWordPain_Timer = 2000;
            Smite_Timer = 8000;
        }

        void EnterCombat(Unit * /*who*/) { }

        void UpdateAI(const uint32 diff)
        {
            //Return since we have no target
            if (!UpdateVictim())
                return;

            //MindBlast_Timer
            if (MindBlast_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_MINDBLAST);
                MindBlast_Timer = 14000;
            } else MindBlast_Timer -= diff;

            //ShadowWordPain_Timer
            if (ShadowWordPain_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_SHADOWWORDPAIN);
                ShadowWordPain_Timer = 18000;
            } else ShadowWordPain_Timer -= diff;

            //Smite_Timer
            if (Smite_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_SMITE);
                Smite_Timer = 10000;
            } else Smite_Timer -= diff;
        }
    };
};

void AddSC_boss_moira_bronzebeard()
{
    new boss_moira_bronzebeard();
}
